The demo for "HistWar: Les Grognards" is out.
More impressions at a later time.
Cheers,
Sunday, November 29, 2009
Saturday, November 28, 2009
Cheering for the developer of "HistWar Les Grognards"
HistWar Les Grognards is a tactical/grand-tactical 3D Napoleonic war game. A demo has been promised for tomorrow 10:00 AM (Paris time). Cheering up for you, JMM! :)
EDIT: you may notice Battlefront.com's logo after the video. Battlefront dropped HistWar from their line of products a short time ago.
Cheers,
Thursday, November 26, 2009
"Command Ops: Battles from the Bulge", Screenshots

"Command Ops: Battles from the Bulge" is coming out soon.
Courtesy of Panther Games' Dave Arjuna and Matrix Games, I'm delighted to post here some screen shots. More game play details coming soon.
All images are from a beta version of the game and do not represent the final state of the product.
The tutorial scenario. Map is completely zoomed out. The gridlines represent one square kilometer. Click the image to expand it.
Same scenario. Map is mid-zoomed. I took out the grid lines. Click the image to expand it.
Same scenario. Map is completely zoomed in. Looking forward to fight this battle. Click the image to expand it.More coming soon ...
Cheers,
Cheers,
Wednesday, November 25, 2009
Easier Squad Command in ArmA2
I've been writing about squad-level actions in ArmA2 with an special emphasis in command. What I have done before is to split my squad into fireteams by assigning different Marines to teams red, blue and yellow. Sometimes I would even put the three SAWs into one team. Though this type of arrangement gives you an exquisite amount of control, it can become a handful when the bullets start flying.
ArmA2 has this new "High Command - Commander" and "High Command - Subordinate" game logic that allows you to create any command structure you may want. The versatility of ArmA2 is really amazing.
Using this "High Command" thing allows you to command each subordinate fire team more easily (not that much keyboard wrestling) either from the first person or map view.
ArmA2 has this new "High Command - Commander" and "High Command - Subordinate" game logic that allows you to create any command structure you may want. The versatility of ArmA2 is really amazing.
Using this "High Command" thing allows you to command each subordinate fire team more easily (not that much keyboard wrestling) either from the first person or map view.
Monday, November 23, 2009
Urgent Message From Your Tutor: "Your Scheme of Maneuver Doesn't Seem to Make Sense"
The Virtual Combat Training Center is a computer tutoring system that plugs into ProSimCo's line of war games. Right now it is only available to the US armed forces.
It looks like a wonderful educational tool and I can only wonder how great it would be to have such a thing included in the game.
Back to reading field manuals here. Oh, man! :(
A screenshot of a pop up window that warns the player about his mistake. I've played this "Baghdad Assault" scenario in the plain vanilla version of Armored Task Force and the advice given here is spot on. There are plenty of ATGMs on the left flank of the US Cavalry forces depicted in the screenshot. Image is from the Virtual Combat Training Center and used without authorization or monetary gain. Please contact me if you want it to be removed.
Cheers,
It looks like a wonderful educational tool and I can only wonder how great it would be to have such a thing included in the game.
Back to reading field manuals here. Oh, man! :(
A screenshot of a pop up window that warns the player about his mistake. I've played this "Baghdad Assault" scenario in the plain vanilla version of Armored Task Force and the advice given here is spot on. There are plenty of ATGMs on the left flank of the US Cavalry forces depicted in the screenshot. Image is from the Virtual Combat Training Center and used without authorization or monetary gain. Please contact me if you want it to be removed.Cheers,
Going Downtown with the AAVP7A1 (ArmA 2)
This weekend I have been messing around a bit with ArmA2, specifically with the AAVP7A1.
The AAV family of vechicles has a special place in my heart because when I was a kid my entire school class got a ride in an LVPT7 of the Naval Infantry of the Armada of my native Argentina.
An LVTP7 from the Naval Infantry of the Armada of Argentina. Author: Martin Otero, for this Wikipedia entry.
In this ArmA 2 scenario, I am supposed to secure a town with it. Unfortunately, the town is teeming with insurgents armed with RPGs. :)
Friendly tactical reminder: the AAVP7A1 is neither a tank nor an infantry fighting vehicle. The spiffy grenade launcher on its turret can deliver a lot of destruction, but the vehicle itself has a very soft skin. An RPG can take it out very easily.
If you want to get an idea on how difficult is to enter a battlefield with one of these, please get a copy of "Ambush Alley", by Tim Pritchard.
So, I stopped my AAVPT7A1 far enough from the village and I intend to keep it there to provide supporting fire while I advance dismounted with my Marines.
Getting to the town in the far background will require a careful approach march. Click the image for an expanded view.
Cheers,
The AAV family of vechicles has a special place in my heart because when I was a kid my entire school class got a ride in an LVPT7 of the Naval Infantry of the Armada of my native Argentina.
An LVTP7 from the Naval Infantry of the Armada of Argentina. Author: Martin Otero, for this Wikipedia entry. In this ArmA 2 scenario, I am supposed to secure a town with it. Unfortunately, the town is teeming with insurgents armed with RPGs. :)
Friendly tactical reminder: the AAVP7A1 is neither a tank nor an infantry fighting vehicle. The spiffy grenade launcher on its turret can deliver a lot of destruction, but the vehicle itself has a very soft skin. An RPG can take it out very easily.
If you want to get an idea on how difficult is to enter a battlefield with one of these, please get a copy of "Ambush Alley", by Tim Pritchard.
So, I stopped my AAVPT7A1 far enough from the village and I intend to keep it there to provide supporting fire while I advance dismounted with my Marines.
Getting to the town in the far background will require a careful approach march. Click the image for an expanded view.Cheers,
Saturday, November 21, 2009
Draw Your Military Maps with MILSketch!
If you are reading this blog, chances are you will be interested in MILSketch.
This free software allows you to import a base map as a .jpg or .bmp image file and draw authentic NATO military symbols on top of it. It's easy to use, very versatile and it produces high quality graphics.
Please see below some examples of what can be done with it.

This is the tactical SITREP I made for a DCS Black Shark mission. Click the image for an expanded view.
This one from an ArmA 2 mission. Click on the image for an expanded view.
This other one for an OFPDR mission. Frontal assault, yikes! Click the image for an expanded view.
This free software allows you to import a base map as a .jpg or .bmp image file and draw authentic NATO military symbols on top of it. It's easy to use, very versatile and it produces high quality graphics.
Please see below some examples of what can be done with it.

This is the tactical SITREP I made for a DCS Black Shark mission. Click the image for an expanded view.
This one from an ArmA 2 mission. Click on the image for an expanded view.
This other one for an OFPDR mission. Frontal assault, yikes! Click the image for an expanded view.Cheers,
Hasty Defense of Built-Up Area by a Marine Squad, the "Close Combat Marines" Edition
The background story for the firefight described here is more or less the same as in a previous entry. This time I'm using Close Combat Marines, scenario 1-1a.
The enemy patrols are advancing south, and my Marine Squad is to stop them. My Marine Sqd is reinforced with medium machine gun (MMG).
Hasty defense fire plan. KZ stands for "kill zone" and FT for fire team. Click the image for an expanded view.
Kicking butt at KZ 1, but getting uneasy about enemy advancing towards KZ2. Click the image for an expanded view.
Moving the MMG to an alternate firing position to deal with the threat at KZ 2. The blue dots are waypoints. Click the image for an expanded view.
Endgame: we stopped the enemy but suffered one KIA and one wounded in 3rd FT. Click on the image for an expanded view.
The 3rd fire team suffered casualties because I jumped the gun. While the MMG was re-deploying, I couldn't get a good LOS on the enemy from the 2nd FT. Anxious about the enemy advancing too far, I unleashed the guns from the 3rd FT on them. The enemy was not overwhelmed with my fire and responded.
Cheers,
The enemy patrols are advancing south, and my Marine Squad is to stop them. My Marine Sqd is reinforced with medium machine gun (MMG).
Hasty defense fire plan. KZ stands for "kill zone" and FT for fire team. Click the image for an expanded view.
Kicking butt at KZ 1, but getting uneasy about enemy advancing towards KZ2. Click the image for an expanded view.
Moving the MMG to an alternate firing position to deal with the threat at KZ 2. The blue dots are waypoints. Click the image for an expanded view.Endgame: we stopped the enemy but suffered one KIA and one wounded in 3rd FT. Click on the image for an expanded view.
The 3rd fire team suffered casualties because I jumped the gun. While the MMG was re-deploying, I couldn't get a good LOS on the enemy from the 2nd FT. Anxious about the enemy advancing too far, I unleashed the guns from the 3rd FT on them. The enemy was not overwhelmed with my fire and responded.
Cheers,
Tuesday, November 17, 2009
Do you speak Battlefront?
Battlefront has one of the obnoxious customer relations approaches I've ever seen in my life. They must be doing something right, they are still in business after all ...
For the average guy out there, understanding what they are saying may be a bit challenging, so I thought of providing a translation of what they are actually trying to say.
(All stuff below provided in a jokingly way, I still play Combat Mission after all ... Oh, wait! My copy doesn't work. Should I go to their forums and ask for help?) :)
Original, Battlefront:
We have a very, very long and well established history of fixing things when they are proven to be in need of fixing.
Translation:
We have a very, very long and well established history of fixing things when we give up trying to prove they don't need fixing.
Original, Battlefront:
We also have a long and well established history of rejecting requests for change when they aren't backed up.
Translation:
We also have a long and well established history of rejecting requests just because YOU made them.
Original, Battlefront:
We've seen TONS of that with CM:SF, where people want us to make the Syrians like Russians or to change things so that Pet Peeve Of The Day is tweaked to make the Syrians more gamey and less realistic.
Translation:
Making the Syrians like Russians or anything else would mean to actually write real AI routines. Even when nobody have seen the Syrians fight a modern western army so far, take my word for it our Syrians are realistic enough.
(On Battlefront dropping HistWar from its product line)
Original, Battlefront:
After 4 years of waiting we've decided not to wait any more.
Translation:
After being bullied by Paradox with a deadline that made us to release CMSF in an unfinished state, we were looking forward to shove OUR deadline up this poor lone fellow's rear end.
(On the lack of water terrain in CMSF)
Original, Battlefront:
We deliberately avoided water for CM:SF because it is not a common terrain feature relevant to tactical combat. At least not proportional to the majority of probable combat situations. If adding such terrain weren't a major time consuming issue for us, we would have included it. But water has a lot of issues attached to it.
Translation:
We deliberately avoided water for CM:SF because we had no clue on how to implement it. Now stop bitching about water and Google Syria and you will see its just a freaking desert, with only minor rivers that nobody would want to establish a defense on. Everybody knows that the tactically sound way to defend a country against the US Army is to deploy forces in the open desert, preferably without any cover. That's why we also deliberately avoided writing decent path finding and use-of-cover routines for the AI.
Cheers,
For the average guy out there, understanding what they are saying may be a bit challenging, so I thought of providing a translation of what they are actually trying to say.
(All stuff below provided in a jokingly way, I still play Combat Mission after all ... Oh, wait! My copy doesn't work. Should I go to their forums and ask for help?) :)
Original, Battlefront:
We have a very, very long and well established history of fixing things when they are proven to be in need of fixing.
Translation:
We have a very, very long and well established history of fixing things when we give up trying to prove they don't need fixing.
Original, Battlefront:
We also have a long and well established history of rejecting requests for change when they aren't backed up.
Translation:
We also have a long and well established history of rejecting requests just because YOU made them.
Original, Battlefront:
We've seen TONS of that with CM:SF, where people want us to make the Syrians like Russians or to change things so that Pet Peeve Of The Day is tweaked to make the Syrians more gamey and less realistic.
Translation:
Making the Syrians like Russians or anything else would mean to actually write real AI routines. Even when nobody have seen the Syrians fight a modern western army so far, take my word for it our Syrians are realistic enough.
(On Battlefront dropping HistWar from its product line)
Original, Battlefront:
After 4 years of waiting we've decided not to wait any more.
Translation:
After being bullied by Paradox with a deadline that made us to release CMSF in an unfinished state, we were looking forward to shove OUR deadline up this poor lone fellow's rear end.
(On the lack of water terrain in CMSF)
Original, Battlefront:
We deliberately avoided water for CM:SF because it is not a common terrain feature relevant to tactical combat. At least not proportional to the majority of probable combat situations. If adding such terrain weren't a major time consuming issue for us, we would have included it. But water has a lot of issues attached to it.
Translation:
We deliberately avoided water for CM:SF because we had no clue on how to implement it. Now stop bitching about water and Google Syria and you will see its just a freaking desert, with only minor rivers that nobody would want to establish a defense on. Everybody knows that the tactically sound way to defend a country against the US Army is to deploy forces in the open desert, preferably without any cover. That's why we also deliberately avoided writing decent path finding and use-of-cover routines for the AI.
Cheers,
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